Repairing Weapons & Armor in FNV

Post » Mon Nov 15, 2010 2:18 pm

I'm just curious to know how repairing gear will be handled in FNV. I found it pretty stupid, as I'm sure many others did, that you required another weapon or armor of the same type to make repairs, especially those items with limited appearances in the entire game (ie: The Fat Man). This has probably been answered somewhere, but after sifting though posts and the like, I haven't come across much of anything.

Cheers!
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Mackenzie
 
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Post » Mon Nov 15, 2010 11:19 am

There are repair kits now, and I think you can still use dupes to repair if you don't have any. You can also repair to 100% regardless of repair skill, you just repair more with a single kit/item/whatever with a higher skill
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roxanna matoorah
 
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Post » Mon Nov 15, 2010 7:41 pm

Also there is a maintenance bar, which is a little extension to the condition bar. The maintenance bar is basically cushion for you weapons performance, so your gun will essentially be in perfect condition for a few dozen shots before dropping below 100%.
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Bedford White
 
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Post » Mon Nov 15, 2010 11:44 am

There are repair kits and I think people can repair your guns aswell, like in fallout 3
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Claudz
 
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Post » Mon Nov 15, 2010 6:12 pm

i belive an interview they said.
repair kits will repair anything, you can use similar items to make repairs still and the repaired item becomes 100%.
i havn't seen mention of repair npcs but i bet they are there.
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Monika Fiolek
 
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Post » Mon Nov 15, 2010 11:29 am

Can't they just get rid of the repair system all together? Or add a console command to remove it? I'd rather deal with the almost non-existent critical failure system of Fallout 1 and 2 then the excessive repairs of 3.
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Genocidal Cry
 
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Post » Mon Nov 15, 2010 10:18 pm

nah keep the wep condtion but if u want to cheat in the game so early go ahead. but the minigun was fkd up in FO3 4 clips of eugene and BOOM... well not boom but i cant carry more then 2 minguns in my inventory but i still got blown up by a sentry bot squad thingy
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Jessica Colville
 
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Post » Mon Nov 15, 2010 11:04 pm

Can't they just get rid of the repair system all together? Or add a console command to remove it? I'd rather deal with the almost non-existent critical failure system of Fallout 1 and 2 then the excessive repairs of 3.


I could get on board with this idea.
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Taylor Bakos
 
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Post » Mon Nov 15, 2010 11:11 am

nah keep the wep condtion but if u want to cheat in the game so early go ahead. but the minigun was fkd up in FO3 4 clips of eugene and BOOM... well not boom but i cant carry more then 2 minguns in my inventory but i still got blown up by a sentry bot squad thingy

The weapon condition does not make sense, though. A 5.56 round will still have the same energy on target if fired from a new M-16 or one that's been in service for a since Vietnam. Same with a 32 cal, shotgun shell (Can we finally see slugs for shotguns?), and every other round out there. So, just because a weapon has seen a lot of action does not mean it will have less effective stopping power.
Also: I've had my fridge working in my house for the last 6 years. I haven't had to scrap another fridge to fix it, or do anything other then a periodic clean out of it. Weapons require about the same level of care and maintenance as my said fridge. So having a gun completely break down after only 550 shots is ridiculous, especially if said weapon uses simple parts to operate (Ex: Revolver, or double barrel shotgun).
Furthermore: worrying over "will my gun last these next 4 encounters?" because I could not find another Chinese assault rifle does not add a tactical element to the game. Tactical elements within the game come from situations where you know you have enemies in sniper vantage points, plus opponents who have grenades to flush you out of your cover. Now, the goal is to take care of this fast enough to prevent hell from raining on your head. The game could have used more points where I actually felt I was walking into a death trap but it was too late to back out of.
Now, replacing the repair feature to being able to modify weapons would rock. Replacing the barrel and receiver points of an existing gun to handle a larger caliber round, or removing the scope from the scoped .44 and putting it on another gun. Little touches like that would really make the game fun (Also, I'd like to see if they'd let us get away with a full-auto shotgun!).
If they'd like to have us deal with recoil in future games because repair is gone, I could accept that. It'd make sense to be forced to deal with muzzle rise when using automatic weapons.
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Michelle Chau
 
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Post » Mon Nov 15, 2010 9:04 am

The weapon condition does not make sense, though. A 5.56 round will still have the same energy on target if fired from a new M-16 or one that's been in service for a since Vietnam. Same with a 32 cal, shotgun shell (Can we finally see slugs for shotguns?), and every other round out there. So, just because a weapon has seen a lot of action does not mean it will have less effective stopping power.
Also: I've had my fridge working in my house for the last 6 years. I haven't had to scrap another fridge to fix it, or do anything other then a periodic clean out of it. Weapons require about the same level of care and maintenance as my said fridge. So having a gun completely break down after only 550 shots is ridiculous, especially if said weapon uses simple parts to operate (Ex: Revolver, or double barrel shotgun).
Furthermore: worrying over "will my gun last these next 4 encounters?" because I could not find another Chinese assault rifle does not add a tactical element to the game. Tactical elements within the game come from situations where you know you have enemies in sniper vantage points, plus opponents who have grenades to flush you out of your cover. Now, the goal is to take care of this fast enough to prevent hell from raining on your head. The game could have used more points where I actually felt I was walking into a death trap but it was too late to back out of.
Now, replacing the repair feature to being able to modify weapons would rock. Replacing the barrel and receiver points of an existing gun to handle a larger caliber round, or removing the scope from the scoped .44 and putting it on another gun. Little touches like that would really make the game fun (Also, I'd like to see if they'd let us get away with a full-auto shotgun!).
If they'd like to have us deal with recoil in future games because repair is gone, I could accept that. It'd make sense to be forced to deal with muzzle rise when using automatic weapons.


I find the repair system adds to the immersion your in a post apocalyptic wasteland where you can′t even trust you gun to fire every time you pull the trigger. Plus with the new repair kits it′s not like you have to carry 4-5 rilfes all the times as spares.

PS: there has been confirmation shotguns will have slugs.
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Kari Depp
 
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Post » Mon Nov 15, 2010 2:03 pm

well, I like being able to repair my guns.

I sometimes forget how much a small group of people want fallout 4 to look, play, and feel just like fallout 2. kinda silly IMO. Fallout 1/2 were great games in their time, but let them rest. Times have changed, technology has gotten better. i think NV sounds like they are bringing a lot of the old style back, but without making it as tedious as those games are now (compared to the ease of use of Fallout 3)

Yes, I know gamers need to stop getting things handed to them, but seriously? just remove the repair system all together? what next? get rid of first person view? remove the whole 3d aspect? bring back turn based gameplay? what?

Natural progression man.
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quinnnn
 
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Post » Mon Nov 15, 2010 3:15 pm

I sometimes forget how much a small group of people want fallout 4 to look, play, and feel just like fallout 2. kinda silly IMO. Fallout 1/2 were great games in their time, but let them rest. Times have changed, technology has gotten better. i think NV sounds like they are bringing a lot of the old style back, but without making it as tedious as those games are now (compared to the ease of use of Fallout 3)


This has nothing at all to do with wanting New Vegas (or Fallout 4 or Fallout 3 or whatever) to be just like Fallout 2. This has to do with repairing being boring, unrealistically implemented, and incredibly tedious. I don't like having to check my weapon every ten minutes to make sure it hasn't broken just because I fired a dozen bullets. Weapon condition should have little if anything to do with projectile weapon damage, and if a weapon condition system is included at all it should be coupled to a critical failure/weapon jamming system, like in Far Cry 2. The weapon getting slowly less accurate and more prone to jamming would be fine, but it should take hundreds or thousands of shots before a gun starts getting into the 'red zone', though maintenance (that doesn't use up spare parts!) should be able to extend that even further. I think it could work well if stuff that is in the 'maintenance zone' can be 'repaired' through maintenance that doesn't require the use of spare parts and, even without maintenance, items shouldn't fall to 0 condition without firing at least a dozen magazines.

Still, I'd prefer no weapon condition crap to Fallout 3's junk.
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Joe Bonney
 
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Post » Mon Nov 15, 2010 10:03 am

This has nothing at all to do with wanting New Vegas (or Fallout 4 or Fallout 3 or whatever) to be just like Fallout 2. This has to do with repairing being boring, unrealistically implemented, and incredibly tedious. I don't like having to check my weapon every ten minutes to make sure it hasn't broken just because I fired a dozen bullets. Weapon condition should have little if anything to do with projectile weapon damage, and if a weapon condition system is included at all it should be coupled to a critical failure/weapon jamming system, like in Far Cry 2. The weapon getting slowly less accurate and more prone to jamming would be fine, but it should take hundreds or thousands of shots before a gun starts getting into the 'red zone', though maintenance (that doesn't use up spare parts!) should be able to extend that even further. I think it could work well if stuff that is in the 'maintenance zone' can be 'repaired' through maintenance that doesn't require the use of spare parts and, even without maintenance, items shouldn't fall to 0 condition without firing at least a dozen magazines.

Still, I'd prefer no weapon condition crap to Fallout 3's junk.


why you check them eavry 10 minutes? hat′s just stupid :P

I only checked mine every hour or so, and even then half the times I was fine.
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Elisha KIng
 
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Post » Mon Nov 15, 2010 8:49 pm

I find the repair system adds to the immersion your in a post apocalyptic wasteland where you can′t even trust you gun to fire every time you pull the trigger. Plus with the new repair kits it′s not like you have to carry 4-5 rilfes all the times as spares.

PS: there has been confirmation shotguns will have slugs.

How does that add immersion? You finding that your gun fell apart in your hands mid-combat is realistic? Or the fact that your weapon is now barely effective because you cannot find things to repair it? If anything, it took enjoyment from the game. It was tedious to be constantly checking weapon damage post-combat because I really didn't want to be forced to insta-travel back to town just to repair my weapons or use up 1/4 of my inventory space on worthless equipment to fix my guns.

well, I like being able to repair my guns.
I sometimes forget how much a small group of people want fallout 4 to look, play, and feel just like fallout 2. kinda silly IMO. Fallout 1/2 were great games in their time, but let them rest. Times have changed, technology has gotten better. i think NV sounds like they are bringing a lot of the old style back, but without making it as tedious as those games are now (compared to the ease of use of Fallout 3)
Yes, I know gamers need to stop getting things handed to them, but seriously? just remove the repair system all together? what next? get rid of first person view? remove the whole 3d aspect? bring back turn based gameplay? what?

Natural progression man.

What do you like about the repair system? I've already proven it's unrealistic, a major distraction from the game, and it only serves to weigh your character down.
When something serves to detract from fun, it is not progression it's regression. What's next from them? Rations and water? Unrealistic hunger levels and starvation effects? Sleep deprivation? Rogue-likes have these features and the fans of those games cheat because they're annoying.
And, no, I'm only arguing about the repair system being a horrible idea. The old AP system would not work in the 3D environment of the Havoc Engine, nor do I want them to go back to the old 2D top-down view (though a re-release of 1 and 2 with updated graphics and bug fixes would be awesome).
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CHangohh BOyy
 
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Post » Mon Nov 15, 2010 11:35 am

What do you like about the repair system? I've already proven it's unrealistic, a major distraction from the game, and it only serves to weigh your character down.


Okay, point conceded: You've proven that you don't like the repair system.

When something serves to detract from fun, it is not progression it's regression. What's next from them? Rations and water? Unrealistic hunger levels and starvation effects? Sleep deprivation? Rogue-likes have these features and the fans of those games cheat because they're annoying.


Now you're describing hardcoe mode- which many are looking forward to playing.

And given that a lot of people are looking forward to things you're describing as some sort of satanic game-destroying evil, perhaps it's time to realize that not everybody likes the same things, and you face an uphill battle to convince everyone that your way is the one, true way.

Perhaps some other game would be more to your liking...many pure FPS games lack the "obnoxious tedium" of weapon repairs, food, water, and sleep requirements, and so on- but New Vegas is done, so the odds of getting anything changed to your liking revolves solely around your playing on a PC and being willing to mod those elements out yourself.
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Isabel Ruiz
 
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Post » Mon Nov 15, 2010 9:26 pm

Okay, point conceded: You've proven that you don't like the repair system.

No, I've proven the repair system is archaic, unrealistic, and an all around bad idea.


Now you're describing hardcoe mode- which many are looking forward to playing.

And given that a lot of people are looking forward to things you're describing as some sort of satanic game-destroying evil, perhaps it's time to realize that not everybody likes the same things, and you face an uphill battle to convince everyone that your way is the one, true way.

Perhaps some other game would be more to your liking...many pure FPS games lack the "obnoxious tedium" of weapon repairs, food, water, and sleep requirements, and so on- but New Vegas is done, so the odds of getting anything changed to your liking revolves solely around your playing on a PC and being willing to mod those elements out yourself.

Wow, are you serious? They call THAT hardcoe? I was hoping they'd just up the difficulty curve during combat, or something. Remove the heal broken limbs through sleeping. And maybe even add in potential assassination attempts while in bed because of who you pissed off. That would have been fun.
Not add in a bunch of idiotic ways to kill your character or force you to side-line story progression for tedious item hunting to prevent your death in a horrible non-plot related way.
"This is a GAME! Game's are supposed to be FUN" -- Ben "Yahtzee" Croshaw
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Amelia Pritchard
 
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Post » Mon Nov 15, 2010 2:28 pm

I find the repair system adds to the immersion your in a post apocalyptic wasteland where you can′t even trust you gun to fire every time you pull the trigger. Plus with the new repair kits it′s not like you have to carry 4-5 rilfes all the times as spares.

PS: there has been confirmation shotguns will have slugs.


You might have a point, if that is what the repair system did. Last I checked it doesn't and so I am a little at a loss why the hell you felt the need to share this.

A weapon in poor repair may be inaccurate and prone to jamming. Properly implemented, that might even be realistic or immersive. On well designed battlefields with well balanced encounters being faced with the choice of taking cover to unjam a weapon or falling back on a sidearm would be a suspenseful level of uncertainty and a meaningful tactical consideration. With more realistically designed guns, the repair skill could take on a new dimension by allowing the player to make effective use of weapons others wouldn't have access to - spawn some rare, complex guns in poor repair such that they would be too unreliable to be worth their potentially greater performance in the hands of any character without the skill to restore them to peak condition. Make it a character build decision whether to invest your points in repair to take advantage of rare, powerful guns, or spend those points in small guns and make do with the common, rugged ones.

But that is not what Fallout 3 did. It gave us a repair system that operates at a predictable pace and so creates a simple strategic-level, logistical concern, not immediate tactical emergencies. You -can- trust your gun to fire every time you pull the trigger. It will just fire for less and less damage. You are here arguing to support a feature that very simply does not exist.
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Kelly Osbourne Kelly
 
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Post » Mon Nov 15, 2010 1:06 pm

Can't they just get rid of the repair system all together? Or add a console command to remove it? I'd rather deal with the almost non-existent critical failure system of Fallout 1 and 2 then the excessive repairs of 3.

I just got done with another in a long series of playthroughs of Fallout 2. Not having to repair weapons was nice, you could get a favorite and stick with it. Guns were rare in the first two games, expensive and hard to come by. Buying a weapon was a major investment - as costly as home improvements or more in Fallout 3. Consequently, you didn't find many weapons in your travels just lying around, but again you didn't need to. (I'm shamed to admit that the first few times I discovered a duplicate of my current weapon, I snatched it up thinking "ooh, I can use this to repair my weapon - wait a minute" and smacked my forehead.)

But I liked the repair mechanic in Fallout 3 - it added to the immersion of survival for me and the theme of decay. It also made the Repair skill worth something. In the first two Fallouts there were probably a dozen or fewer uses for the Repair Skill in the entirety of each game. Now, they could have just removed the skill altogether, but I think those dozen or so uses a game were nice and worth having, but the skill needed something else to do as well. This allowed Bethesda to also make weapons more common and allow you to loot armor as well off your enemies. In Fallout 1 and 2, just because an enemy had something on them, that didn't mean you got it when they died, which was kind of annoying in its own right. Sure, realistically the armor would be shot to hell and useless under normal circumtstances, but what if I shot them in just the head or eyes?

The problems with Repair in Fallout 3, which have been remedied in NV, is that you had to have a duplicate weapon, you could never repair a weapon to full condition unless you had maxed the Repair Skill, and you had to constantly repair weapons to keep them at their max damage potential. With repair kits available and for sale, you can know repair any weapon you want without having to find another one. With the change to the Repair mechanic, you can now always repair a weapon to mint condition as long as you have enough parts and kits, regardless of your skill - it will just take more kits or parts the lower your skill. Also, with the addition of the notch and buffer zone to condition, you no longer have to worry about constant repair to keep a weapon doing max damage - if starting at max condition, it should last for many fights before you begin to see a dip in its damage or stats.

The weapon condition does not make sense, though. A 5.56 round will still have the same energy on target if fired from a new M-16 or one that's been in service for a since Vietnam.

True, I used a 35 year-old M16 for 4 years, I cleaned it several times a week, and it was quite reliable. Though in this case, we would be talking about a weapon that has been in service since the Revolutionary War if we matched time frames.

But regardless, if you don't clean a weapon regularly or maintain it, it may not break or fall apart in your hands, but it will start to jam frequently. You'll start getting more misfires, and the weapon won't be as reliable. Even if you do clean it on a regular basis, years of abuse and the elements will take their toll on the operation of the weapon.

Take service rifles used by recruits in basic training. Now, in the Marines, the recruits are made to pay special attention to their weapons, clean them religiously, and make sure they are always in working order. Regardless of that, these "student rifles" are notoriously unreliable. They taken hits, falls, and abuses over the years. They've gone through multiple owners. Maybe some recruits didn't clean them as well as they should have, and deposits have built up at a microscopic level in the barrel. I imagine some rifles sit in storage at the armory for months or years at a time. The rifles have been in use for decades. All these conditions are similar to what would happen to a weapon in the Fallout universe, and I'm sure not all the owners of a post-apocalyptic weapon would be as fastidious at cleaning it as the Marines are.

Now maybe the solution isn't to have weapon break or do a lot less damage. Maybe the solution is just to make them more unreliable when not maintained or repaired. Frequent jams and misfires, being forced to perform immediate action to fire the weapon again with each magazine. The weapon would never become useless then, but their would be a high incentive to repair them.
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Paula Rose
 
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Post » Mon Nov 15, 2010 2:40 pm


True, I used a 35 year-old M16 for 4 years, I cleaned it several times a week, and it was quite reliable. Though in this case, we would be talking about a weapon that has been in service since the Revolutionary War if we matched time frames.

But regardless, if you don't clean a weapon regularly or maintain it, it may not break or fall apart in your hands, but it will start to jam frequently. You'll start getting more misfires, and the weapon won't be as reliable. Even if you do clean it on a regular basis, years of abuse and the elements will take their toll on the operation of the weapon.

Take service rifles used by recruits in basic training. Now, in the Marines, the recruits are made to pay special attention to their weapons, clean them religiously, and make sure they are always in working order. Regardless of that, these "student rifles" are notoriously unreliable. They taken hits, falls, and abuses over the years. They've gone through multiple owners. Maybe some recruits didn't clean them as well as they should have, and deposits have built up at a microscopic level in the barrel. I imagine some rifles sit in storage at the armory for months or years at a time. The rifles have been in use for decades. All these conditions are similar to what would happen to a weapon in the Fallout universe, and I'm sure not all the owners of a post-apocalyptic weapon would be as fastidious at cleaning it as the Marines are.

Now maybe the solution isn't to have weapon break or do a lot less damage. Maybe the solution is just to make them more unreliable when not maintained or repaired. Frequent jams and misfires, being forced to perform immediate action to fire the weapon again with each magazine. The weapon would never become useless then, but their would be a high incentive to repair them.


Your point? P0x posted to say the reduced damage rather than reduced accuracy and reliability is stupidly unrealistic and your rebuttal hasn't actually done a thing but corroborate that.
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Mark Hepworth
 
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Post » Tue Nov 16, 2010 12:54 am

I like the old repair system but okay
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Jack Bryan
 
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Post » Tue Nov 16, 2010 12:34 am

I just got done with another in a long series of playthroughs of Fallout 2. Not having to repair weapons was nice, you could get a favorite and stick with it. Guns were rare in the first two games, expensive and hard to come by. Buying a weapon was a major investment - as costly as home improvements or more in Fallout 3. Consequently, you didn't find many weapons in your travels just lying around, but again you didn't need to. (I'm shamed to admit that the first few times I discovered a duplicate of my current weapon, I snatched it up thinking "ooh, I can use this to repair my weapon - wait a minute" and smacked my forehead.)

But I liked the repair mechanic in Fallout 3 - it added to the immersion of survival for me and the theme of decay. It also made the Repair skill worth something. In the first two Fallouts there were probably a dozen or fewer uses for the Repair Skill in the entirety of each game. Now, they could have just removed the skill altogether, but I think those dozen or so uses a game were nice and worth having, but the skill needed something else to do as well. This allowed Bethesda to also make weapons more common and allow you to loot armor as well off your enemies. In Fallout 1 and 2, just because an enemy had something on them, that didn't mean you got it when they died, which was kind of annoying in its own right. Sure, realistically the armor would be shot to hell and useless under normal circumtstances, but what if I shot them in just the head or eyes?

The problems with Repair in Fallout 3, which have been remedied in NV, is that you had to have a duplicate weapon, you could never repair a weapon to full condition unless you had maxed the Repair Skill, and you had to constantly repair weapons to keep them at their max damage potential. With repair kits available and for sale, you can know repair any weapon you want without having to find another one. With the change to the Repair mechanic, you can now always repair a weapon to mint condition as long as you have enough parts and kits, regardless of your skill - it will just take more kits or parts the lower your skill. Also, with the addition of the notch and buffer zone to condition, you no longer have to worry about constant repair to keep a weapon doing max damage - if starting at max condition, it should last for many fights before you begin to see a dip in its damage or stats.


True, I used a 35 year-old M16 for 4 years, I cleaned it several times a week, and it was quite reliable. Though in this case, we would be talking about a weapon that has been in service since the Revolutionary War if we matched time frames.

But regardless, if you don't clean a weapon regularly or maintain it, it may not break or fall apart in your hands, but it will start to jam frequently. You'll start getting more misfires, and the weapon won't be as reliable. Even if you do clean it on a regular basis, years of abuse and the elements will take their toll on the operation of the weapon.

Take service rifles used by recruits in basic training. Now, in the Marines, the recruits are made to pay special attention to their weapons, clean them religiously, and make sure they are always in working order. Regardless of that, these "student rifles" are notoriously unreliable. They taken hits, falls, and abuses over the years. They've gone through multiple owners. Maybe some recruits didn't clean them as well as they should have, and deposits have built up at a microscopic level in the barrel. I imagine some rifles sit in storage at the armory for months or years at a time. The rifles have been in use for decades. All these conditions are similar to what would happen to a weapon in the Fallout universe, and I'm sure not all the owners of a post-apocalyptic weapon would be as fastidious at cleaning it as the Marines are.

Now maybe the solution isn't to have weapon break or do a lot less damage. Maybe the solution is just to make them more unreliable when not maintained or repaired. Frequent jams and misfires, being forced to perform immediate action to fire the weapon again with each magazine. The weapon would never become useless then, but their would be a high incentive to repair them.

Barrel wear, throat wear, chamber wear, locking lug impingment, rifling wear, lead buildup, copper buildup, carbon buildup, pitting from poor mainenance, pitting from corrosive ammo, damage from improper cleaning, damage from improper ammo, sear wear, springs losing retention, etc...etc..etc.. There are tons of things that can make the weapon fail to fire and/or reduce it's effectiveness, accuracy and yes, muzzle velocity. And I also remember hearing 20 M-16 handgaurds crashing to the floor everytime my boot platoon performed port arms. Those student rifles were beat. And mine were probably even older than yours.

But you all are forgetting one thing: Skill effect on damage. A high guns skill has a positive effect on damage because you "are better able to hit the critical parts of the target". While it would take a horribly worn out bore/chamber to lose much muzzle velocity, it doesn't take much at all to lose accuracy. Hell, even changing your brand of ammo will change your weapon's accuracy. So if the weapon at full condition is capable of shooting nice tight little 1" groups, you get your damage bonus from your Guns Skill. You're dumb enough not to maintain your weapon, think of the loss of damage as damage lost from poor accuracy, coming straight out of your guns skill damage bouns.
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jessica robson
 
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Post » Mon Nov 15, 2010 7:24 pm

I just got done with another in a long series of playthroughs of Fallout 2. Not having to repair weapons was nice, you could get a favorite and stick with it. Guns were rare in the first two games, expensive and hard to come by. Buying a weapon was a major investment - as costly as home improvements or more in Fallout 3. Consequently, you didn't find many weapons in your travels just lying around, but again you didn't need to. (I'm shamed to admit that the first few times I discovered a duplicate of my current weapon, I snatched it up thinking "ooh, I can use this to repair my weapon - wait a minute" and smacked my forehead.)

But I liked the repair mechanic in Fallout 3 - it added to the immersion of survival for me and the theme of decay. It also made the Repair skill worth something. In the first two Fallouts there were probably a dozen or fewer uses for the Repair Skill in the entirety of each game. Now, they could have just removed the skill altogether, but I think those dozen or so uses a game were nice and worth having, but the skill needed something else to do as well. This allowed Bethesda to also make weapons more common and allow you to loot armor as well off your enemies. In Fallout 1 and 2, just because an enemy had something on them, that didn't mean you got it when they died, which was kind of annoying in its own right. Sure, realistically the armor would be shot to hell and useless under normal circumtstances, but what if I shot them in just the head or eyes?

Before I continue: Let me make it known that I did have FUN playing Fallout 3. The repair system was just my largest gripe out of the others I had.
Now that being said, let me tackle this!
Fallout 1 and 2 could have done a lot more to make that skill useful, I will agree. Fixing broken machines, disarming barrier fields, was all fine and dandy, but they could have made it more useful. This is why I never bothered tagging the skill and just relied on books to bring it up to a sufficient level. In fact, I will go as far as to say what I LIKED most about Fallout 3 WAS the fact that all the skills where a lot more useful (except unarmed and melee. Sneak got you nowhere near close enough to people to assassinate). But where Fallout 3 put the use of repair was not where it should have been.
The problems with Repair in Fallout 3, which have been remedied in NV, is that you had to have a duplicate weapon, you could never repair a weapon to full condition unless you had maxed the Repair Skill, and you had to constantly repair weapons to keep them at their max damage potential. With repair kits available and for sale, you can know repair any weapon you want without having to find another one. With the change to the Repair mechanic, you can now always repair a weapon to mint condition as long as you have enough parts and kits, regardless of your skill - it will just take more kits or parts the lower your skill. Also, with the addition of the notch and buffer zone to condition, you no longer have to worry about constant repair to keep a weapon doing max damage - if starting at max condition, it should last for many fights before you begin to see a dip in its damage or stats.

I wouldn't really call it a remedy. It's still more of a band-aid over a lacerated artery.
True, I used a 35 year-old M16 for 4 years, I cleaned it several times a week, and it was quite reliable. Though in this case, we would be talking about a weapon that has been in service since the Revolutionary War if we matched time frames.

But regardless, if you don't clean a weapon regularly or maintain it, it may not break or fall apart in your hands, but it will start to jam frequently. You'll start getting more misfires, and the weapon won't be as reliable. Even if you do clean it on a regular basis, years of abuse and the elements will take their toll on the operation of the weapon.

Take service rifles used by recruits in basic training. Now, in the Marines, the recruits are made to pay special attention to their weapons, clean them religiously, and make sure they are always in working order. Regardless of that, these "student rifles" are notoriously unreliable. They taken hits, falls, and abuses over the years. They've gone through multiple owners. Maybe some recruits didn't clean them as well as they should have, and deposits have built up at a microscopic level in the barrel. I imagine some rifles sit in storage at the armory for months or years at a time. The rifles have been in use for decades. All these conditions are similar to what would happen to a weapon in the Fallout universe, and I'm sure not all the owners of a post-apocalyptic weapon would be as fastidious at cleaning it as the Marines are.

Now maybe the solution isn't to have weapon break or do a lot less damage. Maybe the solution is just to make them more unreliable when not maintained or repaired. Frequent jams and misfires, being forced to perform immediate action to fire the weapon again with each magazine. The weapon would never become useless then, but their would be a high incentive to repair them.

See, I could deal with that. This is why you just use the "wait" feature. 1 hour and everything is top shape! Or, you know, use the "clean" option. Just please no "mini-game" to clean the weapon.
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Katie Samuel
 
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Post » Mon Nov 15, 2010 11:25 pm

I like how repairing the weapons and Armor was done in FO3 and I hope its similar in New Vegas.
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Matt Bee
 
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Joined: Tue Jul 10, 2007 5:32 am

Post » Tue Nov 16, 2010 1:43 am

I like how repairing the weapons and Armor was done in FO3 and I hope its similar in New Vegas.

I like how lucrative repairing the weapons and Armor was in FO3 and I hope its similar in New Vegas.
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Catherine Harte
 
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Joined: Sat Aug 26, 2006 12:58 pm

Post » Mon Nov 15, 2010 11:42 pm

I like how lucrative repairing the weapons and Armor was in FO3 and I hope its similar in New Vegas.

I like how lucrative selling the weapons and Armor was, after I console repaired them, in FO3 and I hope its similar in New Vegas.
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Brooks Hardison
 
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Joined: Fri Sep 07, 2007 3:14 am

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